Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - Wanzimar

#1
Help / Roping humanlike pawns?
November 12, 2021, 07:01:14 AM
So, if i understand correctly, there is proper behavior already inserted in Humanlike.xml: 
<li Class="ThinkNode_Subtree">
          <treeDef>RopedPawn</treeDef>
</li>
But in devmode it is still impossible for one human pawn to rope another human pawn. Could somebody help me understand what i'm missing here?
#2
I don't quite understand how Class="ColorGenerator_Options" works. How does it decide which part of sprite to change? How will it dye a modded apparel for example?
#3
Help / Harvest button missing (making my first mod).
August 25, 2021, 02:23:40 PM
I'm currently in the process of creating my first mod that will add some new chemicals, plants and drugs made from them (started with following the Euphorium tutorial), and there is a harvest button missing from the plant. I looked closely at game default xml files for other plants and simply can't figure out what exact "def" is responsible for it. The xml for the plant is down here.
<?xml version="1.0"?>

-<Defs>


-<ThingDef ParentName="PlantBase">

<thingClass>Plant</thingClass>

<defName>VeilPlant</defName>

<label>veil plant</label>

<description>description</description>


-<graphicData>

<texPath>Things/Plant/VeilPlant</texPath>

<graphicClass>Graphic_Random</graphicClass>


-<shadowData>

<volume>(0.15, 0.3, 0.15)</volume>

<offset>(0,0,-0.38)</offset>

</shadowData>

</graphicData>

<blockWind>false</blockWind>

<selectable>true</selectable>


-<statBases>

<Beauty>2</Beauty>

<Nutrition>1.5</Nutrition>

</statBases>

<altitudeLayer>Building</altitudeLayer>

<ingestible/>

<passability>PassThroughOnly</passability>


-<plant>

<soundHarvesting>Harvest_Standard</soundHarvesting>

<harvestMinGrowth>0.90</harvestMinGrowth>

<harvestAfterGrowth>0.40</harvestAfterGrowth>

<dieIfLeafless>true</dieIfLeafless>

<growDays>2</growDays>

<visualSizeRange>0.3~2.0</visualSizeRange>

<sowMinSkill>10</sowMinSkill>


-<sowTags>

<li>Ground</li>

</sowTags>


-<sowResearchPrerequisites Inherit="False">

<li>VeilPlantsSowing</li>

</sowResearchPrerequisites>

<topWindExposure>0.15</topWindExposure>

<mustBeWildToSow>false</mustBeWildToSow>

<treeLoversCareIfChopped>false</treeLoversCareIfChopped>

<interferesWithRoof>false</interferesWithRoof>

<blockAdjacentSow>True</blockAdjacentSow>

<immatureGraphicPath>Things/Plant/VeilPlant_Immature</immatureGraphicPath>

<harvestWork>100</harvestWork>

<harvestTag>Standart</harvestTag>

<harvestYield>20</harvestYield>

<harvestedThingDef>VeilLeaves</harvestedThingDef>

<harvestFailable>true</harvestFailable>

<wildOrder>2</wildOrder>

</plant>

<tickerType>Normal</tickerType>


-<comps>


-<li Class="CompProperties_SpawnSubplant">

<compClass>CompSpawnSubplantDuration</compClass>

<subplant>VeilPlantRoots</subplant>

<maxRadius>1.9</maxRadius>

<maxPlants>8</maxPlants>

<subplantSpawnDays>1</subplantSpawnDays>

<minGrowthForSpawn>0.4</minGrowthForSpawn>

<initialGrowthRange>0.1~0.1</initialGrowthRange>

<canSpawnOverPlayerSownPlants>false</canSpawnOverPlayerSownPlants>

</li>

</comps>

</ThingDef>


-<ResearchProjectDef>

<defName>VeilPlantsSowing</defName>

<label>VeilPlants Sowing</label>

<description>description</description>

<baseCost>1000</baseCost>

<techLevel>Medieval</techLevel>

<researchViewX>4.00</researchViewX>

<researchViewY>4.20</researchViewY>

</ResearchProjectDef>

</Defs>